Your Deployable Suggestions:

Wilbon

Advocate

Bronzed Donator
Alpha Tester
Joined
Dec 20, 2018
Posts
220
The Syndicate
Rank: None
Service Points: 0
This is a thread so we can consolidate any ideas we have for future deployables and debate thereof. Just helps Bio have them and feedback in one place.


Deployable Medical Terminal

There are lots of practical uses for deployable medical terminals and I think a way balance them a little bit. The terminals could behave the same as the static ones do, or you could remove some of the services so that the deployable version is like a toned-down version that doesn't do everything the static one does.

One service to definitely not include on the deployable version is the ability to swap implants. Not only are they probably going to be the most lucrative point of owning territory with medical terminals, it maintains the avoidance of not being able to insta-swap implants.

What you could do instead is replace that tab of the UI for a version that accepts an item input, in specific — fuel cells. Making the fuel cell be a required component to provide the services that the deployable offers. But unlike an Influence Generator in which the fuel cell steadily declines its 'ammo' over time, the fuel cell ammo depletes according to the services are used. So if you use a deployable to heal yourself, you drain the fuel cell.

Therefore, you can replace the spending UC for services component that the static version has with drain values for the fuel cells, and customize those as balance is needed. Cap it off with the ability that many deployables have now in which one can restrict it to faction only and select which ranks, or allow it to be public and finally make it cost a fair penny. I could see quite a few scenarios where these could be useful, such as:

  • Defending an Area (like fom CC holdouts)
  • Placed in a common duel location to allow quick item-less healing (like Club Inferno)
  • In a specific location for faction members to heal without using a rival medical terminal or making the user pay (helpful for newbies)

It can breed conflict as well, as these get bombed or for instance if I own Mars Entry and someone puts a public one in Club Inferno, we may have problems because they may be effecting my income. Etc.

Deployable Faction Pool

The deployable container system is already incoming but, the ability to make deployable containers faction-only with rank restrictions like we can for other deployables (such as TCs) could make for a great interim faction pool. Tuck it somewhere and tell your faction mates, could be useful. Plus you could always make them hackable and if hacked someone could get like 5 minutes of access to steal whatevers inside.
 

Wilbon

Advocate

Bronzed Donator
Alpha Tester
Joined
Dec 20, 2018
Posts
220
The Syndicate
Rank: None
Service Points: 0

Deployable Faction Node​

This was something previously mentioned by @Diaxxie on discord. Port-a-vorts in FoM were very stupid, but it lead to this possible idea. But as a possible way to retain something similar, what about a deployable faction node. This would be a semi-expensive faction deployable.

A faction could only have either 1 per faction, or 1 per world. It would run off a fuel cell similar to how turrets work, in which an amount of fuel ammo is taken with each vort to that node. The administration UI for it would allow you to set the use rank, which would basically determine what rank would have access to this node.

Thus, factions could create nodes into their mini bases in territories. Or perhaps have scouts deploy one as a location on a territory/planet that they are invading in order to avoid the primary nodes for their ground force. Perhaps for some worlds, it's just for leadership to access an area rather quickly/easily (such as for SYN stuffs).

/discuss
 
  • Like
Reactions: Egroeg

Battlepaw

Dweller

Bronzed Donator
Alpha Tester
Joined
Mar 19, 2021
Posts
6
Civilian
Rank: None
Service Points: 0
Need a bunch of signs, like an icon of a turret opening fire, keep out, icons for each of the factions to indicate territory, banners, etc.
 

WintersFrost

Dilettante

Silver Donator
Alpha Tester
Joined
Jun 28, 2017
Posts
75
Civil Protection Commission
Rank: None
Service Points: 0
Need a bunch of signs, like an icon of a turret opening fire, keep out, icons for each of the factions to indicate territory, banners, etc.
Quite frankly, I think we could benefit from open-text signs. Deployables show the name of who placed them, so if there's anything offensive placed it could be easily identified who placed it and taken care of. Perhaps the sign could be changeable - from the icons like you suggested above to an open-text sign. Ultimately, great idea IMO!
 

MarlboroRed

Taxpayer

Silver Donator
Alpha Tester
Joined
Mar 21, 2021
Posts
35
Civil Protection Commission
Rank: None
Service Points: 0
Quite frankly, I think we could benefit from open-text signs. Deployables show the name of who placed them, so if there's anything offensive placed it could be easily identified who placed it and taken care of. Perhaps the sign could be changeable - from the icons like you suggested above to an open-text sign. Ultimately, great idea IMO!

I like this and it would add to the role-play sections of the game. Blue Lives Matter
 

Battlepaw

Dweller

Bronzed Donator
Alpha Tester
Joined
Mar 19, 2021
Posts
6
Civilian
Rank: None
Service Points: 0
Is it possible to make interactive items? Like vending machines, lottery ticket boxes, simple minigames on the arcade machines, and perhaps a holographic gaming table, that can load a few simple multiplayer games like poker, checkers, battleship, etc? I can understand the mingames would take some work, but a simple lottery ticket box for events where the winner would get an item payout sent to their storage would be cool, and they pay a few UC for a ticket, etc or the ticket can be free. Vending machines would be nice, and placable in locations where there are no easily acessible markets, though they would be vulnerable to destruction, etc.

I've seen interactive games in MMOs before, Shore of Hazeron's gaming table was pretty awesome, we used to have texas holdem turnaments (where we would bet entire star systems) and there was a sorta pokemon like game that they were testing where you could capture the procedurally generated monster DNA and it acted kinda like a battle game where you could battle avatars of diffrent mosnters. Project Gorgon has a gaming casino in it, with a D&D sorta chance game called Monsters and Mantids, a text based dice game where you delve for tresure, and you have to weigh your choices in how you attack, defend, etc. It also has a match 4 style game too, though it's kinda stupid. It would be kinda cool to be able to run a shady casino as Syndicate, or be able to deploy lotteries as FoE, etc and the corprations could place vending machines, etc. Each faction could have it's own unique options and work with other factions to add things.

A game lore specific card game for AE would be really interesting, where mobs could sometimes randomly drop cards, some being common, or more rare and players could trade them, build a deck etc and play a lore unique card game. One of the things that always irked me about FoM was the lull between RP, or waiting for eco stuff to finish, etc we had no real way of passing time. I think unique minigames, that encourage multiple player participation, and invest the community as a whole would be a nice way to shoot the breeze and blow off steam. IF the only content we have is killing each other, fighting for territory, etc things can get a bit tense sometimes. Just having a way to chill with each other for ppl that don't like to fight or are tired of dueling, etc would help quite a bit.
 
Last edited:

Battlepaw

Dweller

Bronzed Donator
Alpha Tester
Joined
Mar 19, 2021
Posts
6
Civilian
Rank: None
Service Points: 0

Hate to double post, but yea found this module for Unreal Engine 4, that is one example of how the card game could be implemented. From what I've understood at how this can be used is that the players see this mini-game display, and the board itself could be displayed on the surface of the table, so other players, not playing could watch the game progress. We could do our own artwork for the cards, come up with a whole host of diffrent types, etc. All of this uses the classic type of card game setup. The game in progress could be paused if the players need to leave the table, if they need to run off and defend themselves, or someone takes a break, etc, or the game could be cancled, etc. Decks would be stored as a non-drop part a of the players inventory like a collectable. The way we would get cards is as I said earlier, scavenging from mob drops, etc. You can trade cards, move them out of your deck, send them to each other, etc.